About Ser Robert ArnbjornPhysical Description:
Height: 5'10" Weight: 190 LB Eyes: Steel Grey Hair Color & Length: Platinum Blonde with silver metalic tints, well kept to barely touch the shoulders. Facial Hair: None Skin Color: Although mostly resembles pale pink human skin, it has an unnerving metalic glint to it. Other Features: A few scars dot his arms and chest, though not many. Skills:
Feats:
Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields). Improved Unarmed Strike: You are considered to be armed even when unarmed. You do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. (Granted by Apprehend.) Angelic Blood: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage. Precise Strike: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. (Granted by Tactician.) Traits:
Faith Healer: You have an unearthly appearance and soothing aura about you that make people believe you are gifted with divine powers. You learned at a young age to make use of your gift in order to make money, and you’ve found ways to ethically justify your work. You can make a Heal check weekly to earn money as though making a Profession check. In addition, you gain a +1 trait bonus on Heal checks. Truth's Agent: You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you. The Reclaimer: You lost something precious in the destruction of Roslar’s Coffer 12 years ago—a home, a legacy, perhaps even family—but returned because a soul shouldn’t run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss fills you with an uncharitable anger that is often difficult to reconcile. Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round. Racial Traits:
+2 CON, +2 WIS: Lawbringers are insightful, confident, and personable. Native Outsider: Aasimars are outsiders with the native subtype. Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Aasimars have a base speed of 30 feet. Darkvision: Aasimars can see in the dark up to 60 feet. Skilled: Lawbringers have a +2 racial bonus on Intimidate and Sense Motive checks. Spell-Like Ability: Lawbringers can use continual flame once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Class Abilities:
Class Skills: Perception is a class skill for constables. This alters the cavalier’s class skills. Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order. Apprehend (Ex): A constable gains Improved Unarmed Strike as a bonus feat and can attempt a grapple combat maneuver check in place of the attack at the end of a charge. At 2nd level, the constable receives a +1 bonus on Perception checks and combat maneuver checks to disarm, grapple, or trip opponents. At 7th level and every 5 levels thereafter, this bonus improves by 1. At 4th level, the constable does not treat crowds as difficult terrain. This ability replaces mount. Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference. Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. Order of the Shield:
Cavaliers who join the order of the shield devote their lives to protecting the common folk, from the simple farmer to the honest craftsman. These cavaliers stand before the tide, protecting the innocent from roving marauders and hungry monsters. Edicts: The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves.
Random Crunch:
Hit Points: 12/12 Hit Dice: 1d10 Armor Class: 19 Touch Armor Class: 12 Flat-Footed Armor Class: 17 Saving Throws: Fortitude: 4 Reflex: 2 Will: 2 Initiative Bonus: 2 Base Attack Bonus: +1 MAB: +3 RAB: +3 CMB: +3 CMD: 14 Challenge: 1/1 Speed: Base Speed: 30 Armored/Encumbered Speed: 20 Lift/Push: Light Load: 58 lb or less Medium Load: 59 lb - 116 lb Heavy Load: 117 lb - 175 lb Lift Over Head: 175 lb or less Lift Off Ground: 350 lb or less Drag or Push: 875 lb or less Items Owned:
Name*****Weight*****Value Kikko Armor*****25 LB*****30 GP Heavy Steel Shield*****15 LB*****20 GP Trident*****4 LB*****15 GP Longsword*****4 LB*****15 GP Shortbow*****2 LB*****30 GP Arrows (20)*****3 LB*****1 GP Fighter's Kit*****29 LB*****9 GP Small Tent*****20 LB*****10 GP Common Manacles*****2 LB*****15 GP Signal Horn*****2 LB*****1 GP Solider's Uniform*****5 LB*****1 GP Total Weight & Value: 111 LB / 147 GP Wealth:
0 PP 4 GP 0 SP 0 CP Background:
Robert Arnbjorn (or Rob to his friends) was only a teenager when the Twisted Nails came to Roslar's Coffer, but the night forever changed him. He lost his family, many of his friends, and his home to the attack... leaving him grief filled and penniless. Only the sense of duty he had to treat the wounded as they fled to Lastwall kept him going through that difficult exile. Once there, he apprenticed under a knight for several years, opting to wait until he was trained until he returned to his homeland. After 10 years of learning (with the only thing he never quite mastered being riding a horse) the newly knighted Ser Robert finally returned to help provide protection to Roslar's Coffer as it attempted to rebuild itself. Some days in his old home are harder than others, but he tries to keep a smile on his face when dealing with the common folk he has sworn oaths to defend... all the while keeping eyes open to the dangers around their frontier town. For he knows, in his heart, that it is only a matter of time before another crisis rears its ugly head... and he will be prepared to face it this time.
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